Quick note for other people, this guy is known as either Nobiax or Yughues (which kdd uses as the model folder), and has a lot more great work like this, feel free to check out his deviantart account.

Anyways, you should try to first convert these to .md3 because those are better in terms of filesize. Second, I found a few problems (not quite yours) with some of these:

I didn't get a chance to look at all of them, so there may be more. Also, maybe it's just me, but I've always thought opengameart looked better and was easier to understand as a folder name instead of oga (I have some textures from OGA), so you may want to test that.

chocolatepie33 wrote:Anyways, you should try to first convert these to .md3 because those are better in terms of filesize.

I can't get the plugins to work with Blender

chocolatepie33 wrote:Second, I found a few problems (not quite yours) with some of these:

PAS has really a lot of problems handeling Alpha textures

chocolatepie33 wrote:I didn't get a chance to look at all of them, so there may be more. Also, maybe it's just me, but I've always thought opengameart looked better and was easier to understand as a folder name instead of oga (I have some textures from OGA), so you may want to test that.

I choosed oga, because it is shorter - it saves per model 8 characters. 8*65=520 less characters

eh, there's not much you could do about that, other than edit the skins, but that would probably not work.

kddekadenz wrote:I choosed oga, because it is shorter - it saves per model 8 characters. 8*65=520 less characters

It may be shorter, but how much of a difference does that really make, other than typing? It kind of looks tacky as well. I also must question the necessity of doing so when you could just use a yughues/nobiax folder (depending on the name you prefer) inside packages; if you plan on adding other materials from opengameart, then sure, use the oga folder.

something to double check (it might've actually been a screwup on my part), somehow when I first loaded these they worked fine, however later on I got a "could not load oga/yughues/tropical_plant_02.cfg" error or something like that, I looked at the main package.cfg and found that the specific line was "exec packages/oga/yughues/tropical_plant/tropical_plant_02.cfg". Also, the two lines (one for tropical plant 1 and another for plant 2) were separate, whereas they should've been together.

Generally, I feel that these would work as great replacements for many of the models we currently have which have constricting licenses, but your choice of models (e.g. the bombs and such) could've been better... I'd like to see you adapt this for Sandbox use.

chocolatepie33 wrote:something to double check (it might've actually been a screwup on my part), somehow when I first loaded these they worked fine, however later on I got a "could not load oga/yughues/tropical_plant_02.cfg" error or something like that, I looked at the main package.cfg and found that the specific line was "exec packages/oga/yughues/tropical_plant/tropical_plant_02.cfg". Also, the two lines (one for tropical plant 1 and another for plant 2) were separate, whereas they should've been together.

Thank you, I fixed it. It has to be /tropical_plant_02/tropical_plant_02.cfg

kddekadenz wrote:Thank you, great tool. Does run fine on my Linux OS using Wine.

Glad I could help.

kddekadenz wrote:Thank you, I fixed it. It has to be /tropical_plant_02/tropical_plant_02.cfg

OK, so it wasn't just me.

kddekadenz wrote:Go ahead and add them yourself

I'll get working on that one. Maybe you should try to expand the license designation into CC0 and CC-BY-SA or something similar, perhaps? It's incredibly hard to find high-quality models that actually apply to Sandbox that also happen to be public domain.

I looked at those sites you linked to, OpenGameArt doesn't really have much in terms of 3D models (beyond the Yughues/Nobiax models), there are quite a few but none of them match the average quality of most Sandbox models. Blendswap is a lot better, but many of the models there are actually designed for render or animation (as in movie, not 3D playermodel) purpose, so it would take a little bit of work to get that done. Additionally, many models don't exactly fit the general theme of Sandbox. If someone needs models for their game, they should be able to get their own.

As I mentioned previously, I don't think these should be completely limited to just CC0 licenses or to just OGA (I assume you plan on that anyways, considering you linked to BlendSwap).

I would agree to add WTFPL, Zlib and CC-BY as possible licenses. We need to watch out in which way we should attribute the author, if we use CC-BY ones, though. I have to rename the project - maybe PAS Open Source model pack?

I currently have a weird problem: I converted the models to .md3 and deleted the old .obj files, but when I add it to github, it does not remove the obj files in the repository If I want to have a new name for the repository, I think I need to create a new one, so this does not matter much.